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矢印の残像。
Afterimage of arrow.
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						#pragma once #include "ofMain.h" class ofApp : public ofBaseApp { public: 	void setup(); 	void update(); 	void draw(); 	void keyPressed(int key) {}; 	void keyReleased(int key) {}; 	void mouseMoved(int x, int y) {}; 	void mouseDragged(int x, int y, int button) {}; 	void mousePressed(int x, int y, int button) {}; 	void mouseReleased(int x, int y, int button) {}; 	void windowResized(int w, int h) {}; 	void dragEvent(ofDragInfo dragInfo) {}; 	void gotMessage(ofMessage msg) {}; 	void draw_arrow(glm::vec2 location, glm::vec2 next_location, float size); };  | 
					
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						#include "ofApp.h"	 //-------------------------------------------------------------- void ofApp::setup() { 	ofSetFrameRate(30); 	ofSetWindowTitle("openFrameworks"); 	ofBackground(0); 	ofSetLineWidth(3); } //-------------------------------------------------------------- void ofApp::update() { 	ofSeedRandom(39); } //-------------------------------------------------------------- void ofApp::draw() { 	ofTranslate(ofGetWindowSize() * 0.5); 	auto radius = 280; 	auto param = glm::vec2(ofRandom(1000), ofRandom(1000)); 	for (int i = 0; i < 50; i += 1) { 		auto deg = ofMap(ofNoise(param.x, (ofGetFrameNum() + i) * 0.005), 0, 1, -360, 360); 		auto next_deg = ofMap(ofNoise(param.x, (ofGetFrameNum() + i + 1) * 0.005), 0, 1, -360, 360); 		auto location = glm::vec2(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD) + i); 		auto next = glm::vec2(radius * cos(next_deg * DEG_TO_RAD), radius * sin(next_deg * DEG_TO_RAD) + i); 		this->draw_arrow(location, next, radius); 	} } //-------------------------------------------------------------- void ofApp::draw_arrow(glm::vec2 location, glm::vec2 next_location, float size) { 	auto angle = std::atan2(next_location.y - location.y, next_location.x - location.x); 	ofSetColor(0); 	ofFill(); 	ofBeginShape(); 	ofVertex(glm::vec2(size * cos(angle), size * sin(angle))); 	ofVertex(glm::vec2(size * 0.5 * cos(angle + PI * 0.5), size * 0.5 * sin(angle + PI * 0.5))); 	ofVertex(glm::vec2(size * 0.5 * cos(angle - PI * 0.5), size * 0.5 * sin(angle - PI * 0.5))); 	ofEndShape(true); 	ofBeginShape(); 	ofVertex(glm::vec2(size * 0.5 * cos(angle + PI * 0.5), size * 0.5 * sin(angle + PI * 0.5)) * 0.25); 	ofVertex(glm::vec2(size * 0.5 * cos(angle + PI * 0.5), size * 0.5 * sin(angle + PI * 0.5)) * 0.25 - glm::vec2(size * cos(angle), size * sin(angle)) * 0.5); 	ofVertex(glm::vec2(size * 0.5 * cos(angle - PI * 0.5), size * 0.5 * sin(angle - PI * 0.5)) * 0.25 - glm::vec2(size * cos(angle), size * sin(angle)) * 0.5); 	ofVertex(glm::vec2(size * 0.5 * cos(angle - PI * 0.5), size * 0.5 * sin(angle - PI * 0.5)) * 0.25); 	ofEndShape(true); 	ofSetColor(255); 	ofNoFill(); 	ofBeginShape(); 	ofVertex(glm::vec2(size * 0.5 * cos(angle + PI * 0.5), size * 0.5 * sin(angle + PI * 0.5)) * 0.25); 	ofVertex(glm::vec2(size * 0.5 * cos(angle + PI * 0.5), size * 0.5 * sin(angle + PI * 0.5))); 	ofVertex(glm::vec2(size * cos(angle), size * sin(angle))); 	ofVertex(glm::vec2(size * 0.5 * cos(angle - PI * 0.5), size * 0.5 * sin(angle - PI * 0.5))); 	ofVertex(glm::vec2(size * 0.5 * cos(angle - PI * 0.5), size * 0.5 * sin(angle - PI * 0.5)) * 0.25); 	ofEndShape(); 	ofBeginShape(); 	ofVertex(glm::vec2(size * 0.5 * cos(angle + PI * 0.5), size * 0.5 * sin(angle + PI * 0.5)) * 0.25); 	ofVertex(glm::vec2(size * 0.5 * cos(angle + PI * 0.5), size * 0.5 * sin(angle + PI * 0.5)) * 0.25 - glm::vec2(size * cos(angle), size * sin(angle)) * 0.5); 	ofVertex(glm::vec2(size * 0.5 * cos(angle - PI * 0.5), size * 0.5 * sin(angle - PI * 0.5)) * 0.25 - glm::vec2(size * cos(angle), size * sin(angle)) * 0.5); 	ofVertex(glm::vec2(size * 0.5 * cos(angle - PI * 0.5), size * 0.5 * sin(angle - PI * 0.5)) * 0.25); 	ofEndShape(); } //-------------------------------------------------------------- int main() { 	ofSetupOpenGL(720, 720, OF_WINDOW); 	ofRunApp(new ofApp()); }  |